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I don't understand why everyone likes the change with Wormwood, but I don't want to see it in the same form as in the single player DS, if he catches fire there, it's actually death, but if you have to do it, then only when:

When he is completely dry and receives electrical damage, he can catch fire, but when he is wet, he cannot,

because firstly, wet wood does not burn, and secondly, damage from weapons + from the damage buff on wet targets yes and + burning (~30 hp) it's too much for our farmer and lunar defender

  • Like 3
4 hours ago, Arkon4 said:

I don't understand why everyone likes the change with Wormwood, but I don't want to see it in the same form as in the single player DS, if he catches fire there, it's actually death, but if you have to do it, then only when:

When he is completely dry and receives electrical damage, he can catch fire, but when he is wet, he cannot,

because firstly, wet wood does not burn, and secondly, damage from weapons + from the damage buff on wet targets yes and + burning (~30 hp) it's too much for our farmer and lunar defender

Nah.

And LMAO, 30 hp is not much??? 

Edited by Milordo
8 minutes ago, Giga Chet said:

It's a bad weapon and people are giving feedback to improve it. You have a problem with criticizing people's feedback with absolutely nothing to refute it with except just saying "No"

It was already a great weapon in Spring and the ocean.

 

72.5 damage, very high potential durability, and it makes light so you don’t need to huddle around your lantern.

if it was refuelled with mere nitre it would be way too strong. Now it can also be used for utility, like cancelling a mobs attack. 

  • Like 2
2 minutes ago, Giga Chet said:
  • difficulty of obtaining
  • RNG reliance on horn drops
  • versatility that leads the volt goat horn wanting to be used for other things
  • nitre being scarce relative to other mineral sources

It’s difficult is balanced by it lasting so long.

 

also nitre difficult to obtain? You have loads leftover because it’s barely useful, getting 2 nitre is extremely easy.

Have you forgot the morning star got buffed by electric damage rework?

  • Like 2

@V2CAre the flying mobs intended to get struck by the electric fence ?

and i think the fences should be powered by something like the Celestial Jewels. 

They have no use aside from the celestial crown. or winona's generator

Edited by Cliffford W.
2 hours ago, Giga Chet said:

doesn't last long at all. I've tried it. A dark sword is a more sensible solution. And now with planar weapons, most of what you need to fight daily are planar protected enemies. 

Nobody is using pre riff weapons post riff, Thats the way it is sadly.

2 hours ago, Giga Chet said:

Who said anything about 2 nitre? All the suggestion stated was chargeable by nitre. Not the quantity required for a full charge. You're just making up numbers to support your

Your strawmaning because you said the morning star is expensive because it uses nitre.

2 hours ago, Giga Chet said:

Who cares? What you're fighting in the end game are brightshades mostly. It's a spit in the face. Brightshades burn when struck. Not just that, they don't have planar boosts. 

Hey if you want to make the morning star viable post riffs, why not try make every other pre riff weapon viable past riffs?

 

morning star is actually viable post riffs because the stun. In terms of damage and cost, riff weapons outclass every weapon in the game.

9 hours ago, Jakepeng99 said:

Its already technically the most durable weapon in the game.

 

Yes, it’s a pretty durable weapon, but I wish I could use it more than the original 6 minutes.
 

3 hours ago, Jakepeng99 said:

Not everything needs to be refualable because the main ingredient is goat horns.

It’s true, but we already have so many weapons that can be repaired, so I don’t see it as a new OP weapon. Hambat will always stay the best early-mid game weapon.

 

2 hours ago, Jakepeng99 said:

It was already a great weapon in Spring and the ocean.

 

72.5 damage, very high potential durability, and it makes light so you don’t need to huddle around your lantern.

if it was refuelled with mere nitre it would be way too strong. Now it can also be used for utility, like cancelling a mobs attack. 

75% of the time, it will deal 42 damage, except if there are Wicker or Maxwells in the world. Even then, winter can’t have rain. It sounds actually cool and fun to use it for canceling mobs attack!

I see this weapon as something you can acquire and keep throughout your game. It’s effective and has good damage potential against wet targets. It’s definitely not a speedrun option because of RNG, and it will fall off late game, but it will retain good utility for everyday combat

 

23 hours ago, V2C said:

Retuned Walter’s Shockscrap Shots

Could we please get them to spread shock in AoE when using right click attack with the Thulecite Frame?

 

Also, how possible is to consider electricity trigger the wet bonus damage if the target is frozen?

 

@V2C

Edited by Mr Giggio
On 7/18/2025 at 10:03 PM, Left 4 Sharkb8 said:

Curious about the details on Shockscrap changes, could be good?

It now deals 39 damage on immune enemies, 46 damage on default dry enemies, and 74 damage on wet enemies combined with the chain shock there's actually good reason to use shock rounds now which is nice.

Oh also just like other electric stuff it lights plants on fire so beware.

18 hours ago, Mysterious box said:

It now deals 39 damage on immune enemies, 46 damage on default dry enemies, and 74 damage on wet enemies combined with the chain shock there's actually good reason to use shock rounds now which is nice.

Oh also just like other electric stuff it lights plants on fire so beware.

Where are they getting such weird numbers as 39 and 46 from?? I don't get why they don't just do the normal multiples of 17 that they've done for years. 

31 minutes ago, Left 4 Sharkb8 said:

Where are they getting such weird numbers as 39 and 46 from?? I don't get why they don't just do the normal multiples of 17 that they've done for years. 

If I'm being honest I don't see why it matters.

2 hours ago, Radicaljoe said:

Consistency is nice

It's why I really don't like Walters health or hunger stats. They go against any previously set standard.

Not multiple of 15 or 25.

Joe this is why I love you. (I am an extreme purist though and dislike multiples of 15 as well. They're exceedingly rare and the difference between a cleaner multiple of 25 as far as gameplay goes is utterly insignificant.)

2 hours ago, Mysterious box said:

If I'm being honest I don't see why it matters.

To best answer your question, I am neurodivergent. I would imagine that is why I am like this.
But like, I don't know man, it just bothers me. I don't like inconsistency when there is a (mostly) defined trend/guide to be followed, yet it is randomly discarded by the very people who made it. The current damage values we tend to work off of deal with breakpoints much more nicely, and a minimum separate of 8.5 damage between weapon damage tiers allows each damage value to be meaningfully greater than the previous one without being overbearing, whilst of course not being such a small increase that it's pointless. Also, it simply looks ugly to me.

  • Like 2
  • Sad Dupe 1
30 minutes ago, Left 4 Sharkb8 said:

The current damage values we tend to work off of deal with breakpoints much more nicely, and a minimum separate of 8.5 damage between weapon damage tiers allows each damage value to be meaningfully greater than the previous one without being overbearing, whilst of course not being such a small increase that it's pointless.

There is a difference when you factor in chain lightning and fire DOT that can add onto the damage. 39*4 also meets a 150 threshold that you would need 34*5 for.

On 7/19/2025 at 2:04 AM, Mayson71 said:

Good job, but still waiting drying rack extra slot

Given that I've seen a few comments like this, I would like to point out that the drying rack extra slots were listed as the last addition of all the additions they wanted to add for the Hostile Takeover update, and if time permitted:

Quote
  • Adding shock (electrocute) states to most creatures.
  • Additional effects of Lunar Hail.
  • Additional worldgen random boon set pieces.
  • Add additional slots to the Drying Rack (if time permits).

Sadly it didn't happen for any of these listed additions back then (and no wonder, given how massive this beta is with shock states and mechanics alone, seriously, I can't overstate how much code and animation work was put into this), so we're getting them now during this beta, please be patient. Lunar Hail will likely also be massive due to all the behavioral changes needed for creatures to properly react and interact with it.

  • Like 3

Did the Linux version secretly get the ability to enable threaded renderer?:wilson_ninja: Or was it completely disabled? (Or maybe it’s just Mesa/Nvidia shenanigans, idk...) Cause I noticed the game doesn’t core dump anymore when use_threaded_renderer is set to true in client.ini and/or __GL_THREADED_OPTIMIZATIONS is set to 1. Either way good bugfix.

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